Each ability has a modifier derived from its
Ability Scores score. Table: Ability Score Modifiers lists the
ability modifiers for the range of possible
Every creature has six ability scores to
ability scores, from 1 to 30, but note only
describe their physical attributes and mental
through extraordinary circumstances can a
characteristics: Strength for muscle,
player character have an ability score below
Dexterity for agility and reflexes,
8 or above 20.
Constitution for health and hardiness,
The most common rolls of the
Intelligence for memory and wits, Wisdom
game—ability checks, attack rolls, and
for awareness and intuition, and Charisma
saving throws—rely on the ability modifiers
for charm and force of personality.
derived from the six ability scores. Because
An ability score of 10 or 11 is average.
ability modifiers affect almost every roll, they
Adventurers can reach scores as high as
come up during play more often than their
20, and monsters can have ability scores as
associated scores.
high as 30.
Ability Score Modifiers Ability Checks
An ability check is made to determine
TABLE: ABILITY SCORES AND MODIFIERS whether a creature succeeds at a task other
SCORE MODIFIER than an attack. The Narrator chooses which
ability the creature should use and assigns
1 –5
a number representing the task’s Difficulty
2–3 –4 Class or DC. The more difficult the task, the
4–5 –3 higher its DC (see Table: Typical Difficulty
Classes).
6–7 –2
TABLE: TYPICAL DIFFICULTY CLASSES
8–9 –1
TASK DIFFICULTY DC
10–11 +0
Very easy 5
12–13 +1
Easy 10
14–15 +2
Medium 15
16–17 +3
Hard 20
18–19 +4
Very hard 25
20–21 +5
Nearly impossible 30
22–23 +6
24–25 +7 To make an ability check for a certain ability,
roll a d20 and add the ability’s modifier and
26–27 +8
any other relevant bonuses and penalties. If
28–29 +9 the total equals or exceeds the DC, the
30 +10 creature succeeds at the task. Otherwise,
the creature fails, making little or no
progress towards its goal.
A5E System Reference Document
Passive Checks Advantage,
A passive check is an ability check made Disadvantage,
without die rolls. It can represent a
creature’s typical result on a repeated task. Expertise, and DC
To determine a character’s total for a
passive check, add 10 to the ability’s Modifiers
modifier and any other relevant bonuses
When the Narrator asks for an ability check,
and penalties. If the character has
it might be modified by circumstances,
advantage on the check, add 5, and if they
spells, features, or traits that grant
have an expertise die add 3. If the character
advantage (roll twice and use the higher
has disadvantage, subtract 5.
result), disadvantage (roll twice and use the
The most common use of a passive check
lower result), or expertise dice (roll and add
is a passive Wisdom (Perception) check.
an extra die).
When a character first experiences a new
When the player knows about the factors
scene or location, the Narrator describes
which affect their action, these usually take
what they sense based on their
the form of expertise dice or advantage or
perceptiveness. A highly perceptive
disadvantage. Expertise dice represent
character might automatically detect
training and other details, and the character
dangers a less perceptive character
taking the action is fully aware of these
wouldn’t notice, such as hidden opponents
effects.
or traps.
Sometimes the Narrator knows about
factors which affect the difficulty of a task
Contests that the player is not aware of. In these
situations the Narrator secretly applies
When one creature’s efforts directly oppose
modifiers to the DC of the ability check.
another’s, the outcome is determined by
contested ability checks—a contest.
Each contestant makes an ability check as Using Each Ability
normal. Instead of comparing the results to
a DC, the participant with the higher check
wins the contest. If the results are tied, the
Strength
situation remains the same as it was before
the contest. Strength Checks
An initiative check is a type of contested Strength is used for any attempt to move or
ability check to determine the order of action break something, to jump, climb, or swim
during an encounter. beyond your usual physical limits, and to
otherwise apply brute force to a situation.
Attack Rolls and Damage
When you make an attack roll using a
weapon, you add your Strength modifier to
the attack roll and the damage roll. Some
A5E System Reference Document
weapons, such as the javelin, can also be modifier to the attack roll and the damage
thrown to make a ranged attack using roll. When using a melee weapon with the
Strength. finesse property, you can choose to use
your Dexterity modifier instead of your
Lifting and Carrying Strength modifier.
Your Strength score and modifier are both
used to determine how much you can carry. Armor Class
Carrying Capacity. Your carrying The armor you wear determines whether
capacity is your Strength score × 15. This you add any, some, or all of your Dexterity
is the weight (in pounds) you can carry as modifier to your Armor Class.
you go about day-to-day business. If you
exceed your carrying capacity, you are Constitution
encumbered.
Bulky Items. You can carry a number of
bulky items equal to 1 + your Strength
Constitution Checks
modifier (minimum 1). If you exceed this Constitution is used for any attempt to
number, you are encumbered. physically push beyond normal limits over a
Supply. You can carry a number of period of time.
supplies equal to your Strength score in
addition to the rest of your gear. Hit Points
Drag, Lift, or Push. You can drag, lift,
Whenever you increase your hit point
or push up to your Strength score × 30.
maximum when gaining a level or roll Hit
While moving weight in excess of your
Dice to recover hit points, you add your
carrying capacity you are encumbered.
Constitution modifier. When rolling Hit Dice,
Size and Strength. A Tiny creature’s
you add the modifier to each dice roll.
carrying capacity is halved and it can’t
If your Constitution modifier changes, your
carry bulky objects. For each size
hit point maximum also changes as if you
category above Medium, larger creatures
always had the new modifier.
double their carrying capacity, the number
of bulky items they can carry, and the
amount they can push, drag, or lift. Intelligence
Dexterity Intelligence Checks
Intelligence is frequently used to recall
Dexterity Checks details of the shared adventure world,
Dexterity is used for any attempt to balance, representing memory and
move quietly, or to perform tasks focused on education—knowledge obvious to a
deft-fingered movements rather than force. character even if unknown or forgotten by
their player. It is also used to represent
reasoning.
Attack Rolls and Damage
When you make an attack roll using a
ranged weapon, you add your Dexterity
A5E System Reference Document
Bonus Knowledge Wisdom
Having a higher Intelligence means having
more knowledge than other characters. Wisdom Checks
During character creation, for each point of
Wisdom is frequently used to notice details
your Intelligence modifier above 0 you can
of the shared adventure world immediately
choose a skill specialty chosen from lore
around you, representing what you perceive
skills (Arcana, Culture, Engineering, History,
in the moment—the present world obvious
Nature, Religion). If you are not proficient in
to your character as described by the
any lore skills you instead either gain
Narrator. It is also used to understand
proficiency with a lore skill, choose an extra
feelings and emotions, and discern cryptic
language known, or pick a tool proficiency in
omens on an intuitive rather than logical
one artisan’s tool, gaming kit, instrument, or
level.
vehicle.
If your Intelligence modifier changes, it
affects your bonus knowledge. When your
Spellcasting Ability
Intelligence modifier increases, you can Clerics, druids, and some warlocks use
choose an additional skill specialty in the Wisdom as their spellcasting ability, which
skills listed above as if you always had the determines their spell attack bonus and the
new modifier. If your Intelligence modifier saving throw DCs of the spells they cast.
decreases you must remove the last benefit Wisdom also determines the number of
from your bonus knowledge. If your spells a cleric or druid can prepare each
Intelligence modifier drops below 0, you day.
don’t lose more knowledge than you gained
from bonus knowledge. Charisma
If you lose bonus knowledge due to a
decrease in Intelligence, at the Narrator’s
Charisma Checks
discretion you might choose a new bonus
knowledge the next time your Intelligence Charisma is used in social situations to
modifier increases (instead of regaining the determine first impressions, to fit in or stand
lost bonus knowledge). out, and to influence others.
Spellcasting Ability Spellcasting Ability
Wizards and some warlocks use Bards, heralds, sorcerers, and some
Intelligence as their spellcasting ability to warlocks use Charisma as their spellcasting
determine their spell attack bonus and the ability, which determines their spell attack
saving throw DCs of the spells they cast. bonus and the saving throw DCs of the
Intelligence also determines the number of spells they cast. Charisma also determines
spells a wizard can prepare each day. the number of spells a herald can prepare
each day.
A5E System Reference Document
effect that causes it. Although you typically
Working Together will not want to, you can always choose to
When multiple characters cooperate on a fail a saving throw.
task, one character makes the ability check. To make a saving throw, roll a d20 and add
They do so with advantage. While in the ability modifier called for by the
initiative, the Help action is used for circumstances as well as any other relevant
cooperative efforts. modifiers. A saving throw can have
A character can’t help with a task that they advantage, disadvantage, or expertise dice
couldn’t attempt alone, or that doesn’t applied.
benefit from multiple participants. All characters, and some monsters, gain
saving throw proficiencies. Proficiency in a
saving throw for a certain ability lets you
Group Checks add your proficiency bonus to saving throws
When all individuals in a scene are using that ability.
attempting the same thing as a group, such A successful save usually means that a
as climbing a cliff or sneaking up on an creature avoids or reduces harm, while a
enemy camp, the Narrator calls for a group failure means that the creature suffers more
check (described in the Introduction). serious consequences.
Proficiency Bonus Skills
Every creature has a proficiency bonus While abilities provide broad descriptions of
determined by its level (for PCs) or its a character’s capabilities, a skill represents
challenge rating (for monsters and most their training in a particular task such as
NPCs). The bonus is used for ability checks, Acrobatics or Deception. A character who
attack rolls, and saving throws when a has training in a skill is said to be proficient
creature has a relevant proficiency. in it. Most skill proficiencies are acquired by
When applicable, you add your proficiency adventurers during character creation from
bonus to a d20 roll. If two different rules say their choice of culture, background, and
you can add your proficiency bonus to a roll, class.
you still only add the bonus once.
Some rules might modify your proficiency Using Skills
bonus before it is applied to a roll. If multiple
rules modify the proficiency bonus in the When a character attempts an ability check,
same way, you still only modify it that way the Narrator may decide that a specific skill
once. is relevant to the check. If a character is
proficient in that skill, they may add their
proficiency bonus to their ability check.
Saving Throws Any skill can be used with any ability
check, although some pairings are more
A saving throw (sometimes called a save)
common than others. For instance, the
gives a creature a chance to avoid a threat.
Deception skill is commonly used with
You make a saving throw when you’re at
Charisma ability checks.
risk of harm. Each saving throw is made
against a Difficulty Class, which is set by the
A5E System Reference Document
Sometimes the Narrator will ask for an Acrobatics. An Acrobatics check allows
ability check using a certain skill. Other a character to perform gymnastic feats
times, a Narrator may ask for an ability such as rolling under a closing gate,
check, and a player might ask whether one swinging across a chasm on a rope, or
of their skills applies to the check. The keeping their balance on a narrow ledge.
Narrator is the sole arbiter of which skill, if The most commonly used ability score is
any, applies to an ability check. The rules Dexterity. A character might use Strength
sometimes refer to a check with a skill but to perform acrobatics while carrying a
no ability specified. This refers to all ability heavy burden or Constitution to do so
checks using that skill regardless of which against a heavy wind.
ability score is used. Specialties: balancing, escape artistry,
swinging, tumbling.
Skill Specialties Animal Handling. Animal Handling
allows a character to train or control a
In addition to having proficiency in a skill, a domesticated animal, to handle a steed,
character may be an expert at a narrow or to communicate nonaggression to a
area of specialization within that skill. wild beast. The most commonly used
A character gains two skill specialties at ability score is Wisdom. A character might
1st level (plus bonus knowledge granted by use Charisma to command an animal’s
Intelligence), and gains an additional attention, Strength to stay mounted on a
specialty whenever their proficiency bonus rampaging bull, or Dexterity to stand on
increases (at levels 5th, 9th, 13th, and 17th the back of a galloping horse.
level). A character may choose any Specialties: calming, driving, farming,
specialty in a skill in which they are riding, training.
proficient. A character may not gain the Arcana. Arcana measures a character’s
same skill specialty twice. knowledge of magic and magical
When a character makes an ability check creatures. It can also be used to sense
to which their skill specialty applies, they whether an area has magical qualities.
gain an expertise die for that ability check. The most commonly used ability score is
The Narrator determines whether the skill Intelligence. A character might use
specialty applies. Dexterity to trace a complicated magical
The Narrator may expand the list of skill rune, or Wisdom to read very carefully
specialties to meet the needs of the and protect their sanity while interpreting
campaign world. Each of its cultures, forbidden eldritch secrets.
historical eras, important organizations, and Specialties: aberrations, constructs,
other unique details might furnish a detection, dragons, elementals, fey,
specialty. forbidden knowledge, monstrosities,
oozes, the planes.
List of Skills Athletics. A character makes an
Athletics check to perform unusually
Characters can gain proficiency in the
difficult feats of swimming, running,
following skills. The Narrator determines
climbing, or jumping. The most commonly
which ability score is called for in a given
used ability score is Strength. A character
situation.
might use Dexterity to climb a smooth
A5E System Reference Document
wall for a short distance or to jump onto a Intelligence. A character might use
moving creature, Constitution to perform Dexterity to construct a tiny device or
an athletic activity for more than a minute, Strength to build a wall without
or Intelligence to keep track of opposing assistance.
players in a complex sport. Specialties: architecture, chemistry,
Specialties: climbing, jumping, lifting, explosives, gadgetry, mathematics,
running, swimming, throwing. mechanical traps, siegecraft.
Culture. A Culture check allows a History. The History skill measures a
character to know the customs, laws, character’s knowledge of past events.
trade in regional products, and etiquette Intelligence is nearly always the ability
of cultures other than their own (a score used with this skill.
character is presumed to know about their Specialties: arts, empires, genealogy,
own culture and background without legends, wars.
requiring an ability check). Culture can Insight. An Insight check can be used
also be used to communicate simple for reading a creature’s intentions or
concepts with creatures whose language motives. The most commonly used ability
is unknown to a character. The most score is Wisdom. A character might use
commonly used ability score is Dexterity to interrupt an enemy’s sudden
Intelligence. A character might use action.
Wisdom to avoid social blunders, Specialties: detecting lies, reading
Dexterity to perform an unfamiliar dance, emotions, sensing motives.
or Charisma to track down a seller of a Intimidation. A character makes an
hard-to-find item. Intimidation check to alter someone’s
Specialties: courtly manners, etiquette, behavior by frightening or threatening
laws, linguistics, regional goods, them. A single Intimidation check can also
streetwise, trade. be used as part of an interrogation,
Deception. The Deception skill is used though further checks rarely offer different
when a character lies, misleads, or hides results. The Narrator sets the DC of the
the truth whether verbally or otherwise. check based on the target’s bravery and
This ability check may be made against a the circumstances of the check; some
DC set by the Narrator or may be creatures can’t be intimidated. The most
opposed by a target’s Insight check. The commonly used ability scores for
most commonly used ability score is Intimidation checks are Charisma (for
Charisma. A character might use verbal threats) and Strength (for physical
Intelligence to compose a cipher or threats). A character might use Wisdom
Constitution to conceal the effect of a to discern a creature’s weak point, and a
wound or attack. spellcaster might use their spellcasting
Specialties: boasting, ciphers, ability score to summon frightening
concealing emotions, mimicry. energies.
Engineering. An Engineering check Specialties: authority, ferocity,
allows a character to know a fact or interrogation, subtle threats, weapon
advance a project involving building, displays.
invention, or mathematics. The most Investigation. Investigation is used for
commonly used ability score is actively searching, looking for clues,
A5E System Reference Document
gathering information, experimentation, duty, or Intelligence to pick up on changes
and research. The most commonly used to the type of stone bricks used deeper
ability score is Intelligence. A character than elsewhere in a dungeon.
might use Charisma to gather rumors or Specialties: farsight, invisible objects,
Wisdom to intuit which tomes and books listening, scent.
in a library will be the most efficacious. Performance. A Performance check
Specialties: appraisal, deciphering, allows a character to entertain an
forensics, gathering rumors, research, audience with singing, acting, or the like.
trapfinding. It also allows a character to write or
Medicine. A character can perform a compose music, literature, or other artistic
Medicine check to stabilize a dying endeavors to entertain future audiences.
creature, treat or diagnose a disease or The most commonly used ability score is
poison, or determine a cause of death. Charisma, especially for performances
The most commonly used ability score is before an audience. Writing, composing,
Wisdom. A character might use or painting might instead use Intelligence
Intelligence to diagnose a rare poison or or Wisdom. A display of martial prowess
Constitution to nurse someone through a might require Dexterity or Strength.
lengthy and dangerous illness. Specialties: acting, composing, dancing,
Specialties: animals, autopsy, diseases, fine art, singing, speaking, writing.
herbalism, poisons. Persuasion. A character makes a
Nature. The Nature skill measures a Persuasion check to convince or
character’s knowledge of natural terrains, influence someone through logic, flattery,
beasts, plants, and hazards. It can also or negotiation (unlike a Deception check,
be used to sense whether a creature is a Persuasion check is made in some
the product of this world or of another degree of good faith.) The Narrator sets
plane of existence. Unlike Survival, the the DC of the Persuasion check based on
Nature skill doesn’t necessarily imply what the character is asking for and how
practical experience with a phenomenon. the target feels about the character; some
The most commonly used ability score is persuasion attempts may be impossible.
Intelligence. A character might use The most commonly used ability score is
Wisdom to recognize a hazard or Charisma. Wisdom might be used for
Charisma to bring calm to an errant gauging what offers would sway a
elemental presence disrupting an creature, or Intelligence if it is a matter
abandoned druid’s grove. entirely about logic.
Specialties: astronomy, beast lore, Specialties: bribery, flattery, leadership,
farming, fey, plant lore, weather. negotiation, peacemaking.
Perception. A character’s Perception Religion. Religion measures a
measures what they are able to see, hear, character’s knowledge of gods, religions,
or otherwise sense (unlike Investigation, rites, and systems of morality. A character
Perception doesn’t involve approaching, can also try to use it to sense if a place,
searching, or handling an object of study.) person, or object has the Good or Evil
The most commonly used ability score is alignment traits or a holy or unholy aura.
Wisdom. A character might use The most commonly used ability score is
Constitution for a long stretch of sentinel Intelligence. Wisdom is used for sensing
A5E System Reference Document
alignment and determining whether an Stealth and Hiding
action is moral according to a particular
philosophy. Charisma can be used for To attempt to hide from a creature, you must
preaching. be unseen (behind something, obscured,
Specialties: alignment, celestials, cults, invisible, or otherwise out of sight) and
fiends, holy symbols, gods, morality, unheard by that creature, as well as
prophecy, undead. undetected by any other special senses that
Sleight of Hand. A character makes a it might possess. Make a Stealth check.
Sleight of Hand check to perform This check’s total is used until you stop
legerdemain, pickpocket, hide an object hiding or are discovered. If a creature sees
on another creature, make a concealed you while you are hiding or makes a
hand signal, or otherwise deceive the successful Perception check to locate you,
eyes with feats of agility. Dexterity is or you make a noise that it can overhear,
nearly always the ability score used with you are discovered and are no longer
this skill. hidden from that creature.
Specialties: distraction, pickpocketing,
legerdemain.
Stealth. Stealth is used to hide or avoid
notice. A creature’s Stealth check is
usually opposed by a potential observer’s
Perception check. The most commonly
used ability score for Stealth is Dexterity.
Constitution might be used for staying still
for a very long time, Intelligence for
casing out an unfrequented route, and
Charisma for blending anonymously into
a crowd.
Specialties: anonymity, camouflage,
casing.
Survival. The Survival skill allows a
character to perform the tasks necessary
to thrive in the wilderness: hunting,
tracking, avoiding natural hazards, and
traveling without getting lost (unlike
Nature, a Survival check doesn’t imply
knowledge of the trouble you’re avoiding
or tracking.) The most commonly used
ability score is Wisdom. A character might
use Constitution to weather a storm or
Intelligence to follow a route marked on
an old map.
Specialties: dungeoneering, foraging,
hunting, tracking, wayfinding.
A5E System Reference Document
4. Free Use. If activating a scroll or
Ability Check Criticals item with charges (such as a
When you use a skill and roll a natural 20 wand), you do not expend the
and succeed, or roll a natural 1 and fail, roll scroll or any charges.
1d6 to determine what special effect occurs. 5. Lucky Magic. You gain an
Because of the benefits of ability check expertise die on Arcana checks for
criticals, some players may try a variety of the next 24 hours.
easy ability checks to get a critical effect. 6. Metamagic Use. Choose one
The Narrator is always the arbiter of these minor metamagic effect from those
critical effects and can rule that if an ability found in the sorcerer class and
check is superfluous or insignificant, any apply it to the spell.
resulting natural 20s and natural 1s have no
special effect. Critical Failure
Tool Kits. Whether or not a tool kit is
appropriate for an Ability Check Critical and 1. Arcane Feedback. You take 1
for which type it qualifies is at the Narrator’s point of damage per spell level.
discretion. 2. Break Device. The activated item
gains the broken condition or, in
the case of a scroll, it is destroyed
Arcane entirely.
Arcane criticals only occur when an active 3. Delayed Activation. At some point
magical effect is involved. This might be the within the next 1d12 hours, the
response to a counterspell or dispel magic, magic device randomly activates.
the activation of a specific magic item, or The target is chosen by the
interaction with a ritual or permanent Narrator.
enchantment. When an arcane critical 4. Misaligned Aiming. The device
success or critical failure would not apply to activates, but the target of the
the effect that activated it, reroll. item’s effect or spell changes to a
target of the Narrator’s choosing.
Critical Success 5. Unlucky Magic. You are rattled for
the next 2d4 hours.
1. Arcane Surge. You gain temporary 6. Wasteful Usage. If activating an
hit points equal to your proficiency item with charges (such as a
bonus. These temporary hit points wand), you use 5 charges (even if
last 1 hour. the device does not activate).
2. Comfort in the Arcane. For the
next 24 hours, when making
Arcana checks, you can choose to
gain a result as if you had rolled a
10 on the die instead of rolling.
3. Expanded Use. If the magic item
or effect targets a set number of
targets, you may add one
additional target within range.
A5E System Reference Document
Facts and Discoveries Critical Failure
Includes skills such as Arcana, Culture, 1. Aggressive Handling. If you are
Engineering, History, Investigation, Nature, examining something, you either
Perception, Religion, and Survival. break it or worsen a creature’s
attitude towards you (as Gossip,
Critical Success page 416). When this does not
apply, reroll.
1. Doctorate. This subject is one of
2. Arcane Fatigue. You lose one of
your areas of study and some of it
your highest level spell slots. When
is coming back to you. For the next
this does not apply, reroll.
24 hours, you gain an expertise die
3. Boring Topic. You find this topic
on ability checks using this skill so
incredibly boring. For the next 24
long as the check is for similar
hours, you take a –2 penalty on
subjects.
checks against similar targets.
2. Forgotten Language. Choose the
4. Earworm. You are trying to
language most closely associated
concentrate but all you can
with the target (if none or if you
remember is an annoying tune. For
already know the language, roll
the next hour, you cannot gain
again). If this is your first time
expertise dice on Intelligence and
getting a critical success with that
Wisdom checks.
language, you remember that you
5. Frightening Revelation. You
studied it long ago. Write down the
become frightened for 1d4+1
language. The next time you roll
rounds. There is no direct source of
this result, you permanently learn
your fear.
the language.
6. Misinformation. You are positive
3. Moment of Revelation. You gain
of the veracity of some false bit of
the benefits of a single augury spell
information.
(although no magic is involved).
4. Related Expertise. For the next
hour, you may add half your
proficiency bonus to any
Intelligence or Wisdom check that
doesn’t already include your
proficiency bonus.
5. Relevant Tidbit. You recall some
important bit of information relevant
to the target.
6. View Auras. For 1 minute, you
gain the benefits of detect magic
against targets related to your
check.
A5E System Reference Document
Medicine 4. Infect Wound. The target must
make a DC 12 Constitution saving
throw or becomes infected with
Critical Success
sewer plague.
1. Buffer. The target gains a number 5. Open Wound. The target takes 1
of temporary hit points equal to ongoing damage for 1 minute.
your proficiency bonus. These Each turn the target can use its
temporary hit points last 1 hour. bonus action to make a
2. Comprehensive Checkup. The Constitution saving throw (DC 20 –
target heals 1 level of fatigue or 1 per previous save) to stop the
strife (reroll if neither applies). bleeding. Any amount of magical
3. Expertise. For the next 24 hours, healing also stops the bleeding.
when making Medicine checks, you 6. Organ Damage. The target suffers
can choose to gain a result as if one level of fatigue (Narrator’s
you had rolled a 10 on the die choice).
instead of rolling.
4. Repeat the Procedure. You may Physical Skills
treat your next Medicine check as a
Includes skills such as Acrobatics, Athletics,
natural 20 so long as it is made
Sleight of Hand, and Stealth.
before you complete a long rest.
This does not result in a critical Critical Success
success.
5. Spur Natural Healing. The target’s 1. Cool Confidence. For the next 24
natural healing improves hours, when making a skill check of
dramatically. For the next 24 hours, the same type, you can choose to
double the hit points the target gain a result as if you had rolled a
regains from spending Hit Dice 10 on the die instead of rolling.
during a short rest. 2. Impressive Success. You impress
6. Superb Healing. The target others with your physical feat. For
regains additional hit points equal the next hour, you gain an
to your proficiency bonus. expertise die on Intimidation and
Persuasion checks against targets
Critical Failure who saw your success.
3. Lead the Way. Your allies who
1. Amputate Toe. You accidentally attempt a similar check in the next
amputate the patient’s little toe (or 5 minutes gain an expertise die.
similar non-vital extremity). Now, 4. Like Wearing Nothing at All. For
how did you do that? the next hour, you ignore any
2. Disgusting Procedure. You and disadvantage to Stealth checks
the target are poisoned for 1 gained from wearing armor.
minute. 5. Satisfying Exhaustion. You’ll
3. Harm. The target takes 1d4 sleep well tonight. For the next 24
bludgeoning, piercing, or slashing hours, double the hit points you
damage.
A5E System Reference Document
regain from spending Hit Dice 2. Friendly Crowd. The target calls
during a short rest. over some friends that are friendly
6. Speedy. You can immediately use to you and interested in what you
your reaction to move half your are doing.
Speed. 3. Gift. The target wants to give you
some small gift outside the scope
Critical Failure of this conversation.
4. Good Reputation. After this
1. Fumble. An item held in your conversation, the attitudes of the
hands (Narrator’s choice) gains the target’s closest allies improve
broken condition. towards you (as Clever Banter).
2. Jam. You jam your fingers or toes, 5. Loose Lips. The target
and for the next 10 minutes your accidentally reveals a useful piece
melee attack bonus or AC are of information.
reduced by –1 (Narrator’s choice). 6. Love Interest. The target may
3. Loosened Latch. Something you become romantically interested
are wearing inexplicably gains the with you.
broken condition (Narrator’s
choice). Critical Failure
4. Off Balance. You fall prone.
5. Pull a Ligament. Your Speed is 1. Accidental Reveal. You
reduced by 5 feet for the next hour. accidentally reveal a piece of
6. Pushed Too Hard. You suffer 2 information best kept hidden.
levels of fatigue. After 1 round one 2. Escalating Tension. The target
of these levels of fatigue is calls over some friends that are not
removed, and the other is gone fans of you and your cause.
after 1 hour. 3. False Negative. You believe
something truthful that the target
Social Skills says to be a lie.
4. Gossip. After this conversation,
Includes skills such as Animal Handling, the attitudes of the target’s close
Deception, Insight, Intimidation, allies worsen towards you.
Performance, and Persuasion. Special: Someone who was apathetic might
When using a disguise kit, the effect of the be put off, and someone put off
natural 20 or natural 1 is “stored” until a might become borderline hostile.
particularly opportune or inopportune time. 5. Suspicious. The target believes
something truthful to be a lie.
Critical Success 6. Unfriendly Banter. Worsen the
target’s attitude toward you by one
1. Clever Banter. Improve the
step (as Gossip).
target’s attitude toward
you—someone that was put off
might become apathetic, and an
apathetic person might become
friendly.
A5E System Reference Document